UE-46623

Objects in a scene are randomly culled when building a level with Precomputed Visibility enabled, and opening another level that has already pre-built precomputed visibility.

A couple of things worth noting when testing this issue.

I attempted to override the current and unexpected behavior using a Precomputed Visibility Override Volume, but that seemed not to function at all. I also attempted to change the precomputed cell size, but that also had no effect on the issue.